// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using System.Linq; using osu.Game.Beatmaps; using osu.Game.Rulesets.Difficulty; using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Difficulty.Skills; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing; using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour; using osu.Game.Rulesets.Taiko.Difficulty.Skills; using osu.Game.Rulesets.Taiko.Mods; using osu.Game.Rulesets.Taiko.Scoring; namespace osu.Game.Rulesets.Taiko.Difficulty { public class TaikoDifficultyCalculator : DifficultyCalculator { private const double difficulty_multiplier = 0.084375; private const double rhythm_skill_multiplier = 0.2 * difficulty_multiplier; private const double colour_skill_multiplier = 0.375 * difficulty_multiplier; private const double stamina_skill_multiplier = 0.375 * difficulty_multiplier; public override int Version => 20241007; public TaikoDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap) : base(ruleset, beatmap) { } protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) { return new Skill[] { new Rhythm(mods), new Colour(mods), new Stamina(mods, false), new Stamina(mods, true) }; } protected override Mod[] DifficultyAdjustmentMods => new Mod[] { new TaikoModDoubleTime(), new TaikoModHalfTime(), new TaikoModEasy(), new TaikoModHardRock(), }; protected override IEnumerable CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate) { List difficultyHitObjects = new List(); List centreObjects = new List(); List rimObjects = new List(); List noteObjects = new List(); for (int i = 2; i < beatmap.HitObjects.Count; i++) { difficultyHitObjects.Add( new TaikoDifficultyHitObject( beatmap.HitObjects[i], beatmap.HitObjects[i - 1], beatmap.HitObjects[i - 2], clockRate, difficultyHitObjects, centreObjects, rimObjects, noteObjects, difficultyHitObjects.Count) ); } TaikoColourDifficultyPreprocessor.ProcessAndAssign(difficultyHitObjects); return difficultyHitObjects; } protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate) { if (beatmap.HitObjects.Count == 0) return new TaikoDifficultyAttributes { Mods = mods }; Colour colour = (Colour)skills.First(x => x is Colour); Rhythm rhythm = (Rhythm)skills.First(x => x is Rhythm); Stamina stamina = (Stamina)skills.First(x => x is Stamina); Stamina singleColourStamina = (Stamina)skills.Last(x => x is Stamina); double colourRating = colour.DifficultyValue() * colour_skill_multiplier; double rhythmRating = rhythm.DifficultyValue() * rhythm_skill_multiplier; double staminaRating = stamina.DifficultyValue() * stamina_skill_multiplier; double monoStaminaRating = singleColourStamina.DifficultyValue() * stamina_skill_multiplier; double monoStaminaFactor = staminaRating == 0 ? 1 : Math.Pow(monoStaminaRating / staminaRating, 5); double combinedRating = combinedDifficultyValue(rhythm, colour, stamina); double starRating = rescale(combinedRating * 1.4); // TODO: This is temporary measure as we don't detect abuse of multiple-input playstyles of converts within the current system. if (beatmap.BeatmapInfo.Ruleset.OnlineID == 0) { starRating *= 0.925; // For maps with low colour variance and high stamina requirement, multiple inputs are more likely to be abused. if (colourRating < 2 && staminaRating > 8) starRating *= 0.80; } HitWindows hitWindows = new TaikoHitWindows(); hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty); TaikoDifficultyAttributes attributes = new TaikoDifficultyAttributes { StarRating = starRating, Mods = mods, StaminaDifficulty = staminaRating, MonoStaminaFactor = monoStaminaFactor, RhythmDifficulty = rhythmRating, ColourDifficulty = colourRating, PeakDifficulty = combinedRating, GreatHitWindow = hitWindows.WindowFor(HitResult.Great) / clockRate, OkHitWindow = hitWindows.WindowFor(HitResult.Ok) / clockRate, MaxCombo = beatmap.GetMaxCombo(), }; return attributes; } /// /// Applies a final re-scaling of the star rating. /// /// The raw star rating value before re-scaling. private double rescale(double sr) { if (sr < 0) return sr; return 10.43 * Math.Log(sr / 8 + 1); } /// /// Returns the combined star rating of the beatmap, calculated using peak strains from all sections of the map. /// /// /// For each section, the peak strains of all separate skills are combined into a single peak strain for the section. /// The resulting partial rating of the beatmap is a weighted sum of the combined peaks (higher peaks are weighted more). /// private double combinedDifficultyValue(Rhythm rhythm, Colour colour, Stamina stamina) { List peaks = new List(); var colourPeaks = colour.GetCurrentStrainPeaks().ToList(); var rhythmPeaks = rhythm.GetCurrentStrainPeaks().ToList(); var staminaPeaks = stamina.GetCurrentStrainPeaks().ToList(); for (int i = 0; i < colourPeaks.Count; i++) { double colourPeak = colourPeaks[i] * colour_skill_multiplier; double rhythmPeak = rhythmPeaks[i] * rhythm_skill_multiplier; double staminaPeak = staminaPeaks[i] * stamina_skill_multiplier; double peak = norm(1.5, colourPeak, staminaPeak); peak = norm(2, peak, rhythmPeak); // Sections with 0 strain are excluded to avoid worst-case time complexity of the following sort (e.g. /b/2351871). // These sections will not contribute to the difficulty. if (peak > 0) peaks.Add(peak); } double difficulty = 0; double weight = 1; foreach (double strain in peaks.OrderDescending()) { difficulty += strain * weight; weight *= 0.9; } return difficulty; } /// /// Returns the p-norm of an n-dimensional vector. /// /// The value of p to calculate the norm for. /// The coefficients of the vector. private double norm(double p, params double[] values) => Math.Pow(values.Sum(x => Math.Pow(x, p)), 1 / p); } }